Four of the ten major sub-areas of the game involve symbols embedded into the puzzle panels which the player figures out the meaning of over the course of the area. In each of those areas, there is also metapuzzle used for navigating that area. These metapuzzles require the player to solve multiple puzzle panels which interact with eachother in some way. Each area has a unique theme to this metapuzzle which is connected to the general theme of the area’s mechanic in some way or another.
I’ve had three these metapuzzles designed for a while now, but I’ve been spending the past week or so designing and implementing the fourth one. I’m also in the middle of ripping up the area containing it and doing a proper art pass on it, so the following screenshot is an example of something super work-in-progress:
I don’t want to explain too much of how the puzzle works, so as not to spoil things, and because I am likely to change some details as I continue implementing it. But the basic idea is that you can move the bridges between each circular platform and you use that to get around the area.
It’s been a bit of a technical challenge to get this puzzle implemented, and as of this writing, there are still a few features that are not set up yet. Part of the challenge here is that so much state can be changed across the metapuzzle, and it’s important to keep all of the state in sync.
The overall theme for the area is a terraced garden surrounding a dry lakebed. The major features of the area are still work in progress as well, but I have begun some work on the artwork for the entry terraces, which you can see below:
These will require some more detailing work, but the overall structure is more or less correct. The design of the stepped gardens is loosely based off the Hyakudanen at Awaji Yumebutai. In the game, the player will start at the stop of this stairwell as the entryway into the area. Once they get to the bottom, they will find some puzzle panels opening access into the metapuzzle section.